blob: efa4e4706f3669f4614cc0d8381e264c083c05c2 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
|
#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
vec2 screen_position(vec4 p)
{
return ((p.xy / p.w) * 0.5 + 0.5) * sizeViewport.xy;
}
void main()
{
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
#ifdef SELECT_EDGES
/* HACK: to avoid losing sub-pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
/* TODO(fclem): Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
#endif
stipple_coord = stipple_start = screen_position(gl_Position);
#ifdef OBJECT_WIRE
/* Extract data packed inside the unused mat4 members. */
finalColor = vec4(ModelMatrix[0][3], ModelMatrix[1][3], ModelMatrix[2][3], ModelMatrix[3][3]);
#else
if (colorid != 0) {
/* TH_CAMERA_PATH is the only color code at the moment.
* Checking `colorid != 0` to avoid having to sync its value with the GLSL code. */
finalColor = colorCameraPath;
finalColor.a = 0.0; /* No Stipple */
}
else {
finalColor = color;
finalColor.a = 1.0; /* Stipple */
}
#endif
#ifdef SELECT_EDGES
finalColor.a = 0.0; /* No Stipple */
#endif
view_clipping_distances(world_pos);
}
|